private void BuildFromTilemap() { string containerPath = "Tilemap/"; //we might also have several themes which can be put in seperate folders float startX = 0; float startY = 0; for (int i = 0; i < rows; i++) { for (int j = 0; j < columns; j++) { if (tileGrid[i][j] == null) { continue; } Tile tile = tileGrid[i][j]; tile.x = startX + j * TileLength; tile.y = startY + i * TileLength; //load Floor prefab string floorPath = containerPath + "Floor/" + Floor.StringFor(tile.floor.type); GameObject floorObject = Instantiate(Resources.Load(floorPath, typeof(GameObject))) as GameObject; floorObject.transform.position = new Vector3(tile.x, 0, tile.y); floorObject.transform.Rotate(0, AngleFor(tile.floor.direction), 0, Space.Self); //load Ceiling prefab string ceilingPath = containerPath + "Ceiling/" + Ceiling.StringFor(tile.ceiling.type); GameObject ceilingObject = Instantiate(Resources.Load(ceilingPath, typeof(GameObject))) as GameObject; ceilingObject.transform.position = new Vector3(tile.x, 0, tile.y); ceilingObject.transform.Rotate(0, AngleFor(tile.ceiling.direction), 0); } } //make image containers by looking for continious walls and doors List <ImageContainer> imageContainerList = MakeImageContainers(); //go throught each image container and make a prefab at those positions PlacePhotosIn(imageContainerList); }
override public string ToString() { return(Ceiling.StringFor(type) + "-" + Tilemap.AngleFor(direction)); }